Creating a rectangular grid is fairly obvious - just skew a rectangular grid ( either skew it all and get a parallelogram, then use modulo to wrap it, or skew alternate rows/columns to create a rectangular grid ).
Creating a hexagon filled with hexagons is fairly easy too
- in the n th rank, there are 6 bars of n hexes
- the centres of adjacent hexes are displaced twice the distance of the midpoint of one of the faces to the centre
So if you have the x & y co-ordinates of your hexes in two arrays, polyX
and polyY
, you get a nested loop:
drawHex ( g, cx, cy, 0 );
for ( int rank = 1; rank < count; ++rank ) {
for ( int bar = 0; bar < 6; ++bar ) {
// x and y are twice midpoint of the previous face * the rank away
// from centre
int x = cx + ( polyX [ ( bar + 4 ) % 6 ] + polyX [ ( bar + 5 ) % 6 ] ) * rank;
int y = cy + ( polyY [ ( bar + 4 ) % 6 ] + polyY [ ( bar + 5 ) % 6 ] ) * rank;
// move by twice the distance of the midpoint of the next face each time
int dx = polyX [ bar ] + polyX [ ( bar + 1 ) % 6 ];
int dy = polyY [ bar ] + polyY [ ( bar + 1 ) % 6 ];
for ( int hex = 0; hex < rank; ++hex ) {
drawHex ( g, x, y, rank );
x += dx;
y += dy;
}
}
}
Full example:
import javax.swing.*;
import java.awt.*;
public class Hexagons
{
public static void main ( String...args ) throws Exception
{
SwingUtilities.invokeAndWait ( new Runnable () {
@Override
public void run () {
new Hexagons().run();
}
} );
}
Hexagons ()
{
final JFrame frame = new JFrame();
frame.setDefaultCloseOperation ( JFrame.EXIT_ON_CLOSE );
final JPanel panel = new JPanel () {
@Override
public void paintComponent ( Graphics g ) {
Graphics2D g2D = ( Graphics2D ) g;
g2D.setRenderingHint ( RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON );
drawHexes ( g2D, getWidth() / 2, getHeight() / 2 );
}
};
count = 5;
frame.add ( panel );
frame.setSize ( 400, 400 );
frame.setVisible ( true );
}
void run () { }
int count;
void drawHexes ( Graphics2D g, int cx, int cy )
{
int count = Math.min ( 20, Math.min ( cx, cy ) / 34 );
drawHex ( g, cx, cy, 0 );
for ( int rank = 1; rank < count; ++rank ) {
for ( int bar = 0; bar < 6; ++bar ) {
int x = ( polyX [ ( bar + 4 ) % 6 ] + polyX [ ( bar + 5 ) % 6 ] ) * rank;
int y = ( polyY [ ( bar + 4 ) % 6 ] + polyY [ ( bar + 5 ) % 6 ] ) * rank;
int dx = polyX [ bar ] + polyX [ ( bar + 1 ) % 6 ];
int dy = polyY [ bar ] + polyY [ ( bar + 1 ) % 6 ];
for ( int hex = 0; hex < rank; ++hex ) {
drawHex ( g, cx + x, cy + y, rank );
x += dx;
y += dy;
}
}
}
}
static int polyX[] = { 20, 10, -10, -20, -10, 10 };
static int polyY[] = { 0, 17, 17, 0, -17, -17 };
static Color fill[] = new Color[20];
static Color line[] = new Color[20];
static BasicStroke stroke = new BasicStroke ( 1.5f );
// make it pretty
static {
for ( int rank = 0; rank < 20; ++rank ) {
double theta0 = rank * 2 * Math.PI / 20;
double theta1 = theta0 + Math.PI * 2.0/3.0;
double theta2 = theta1 + Math.PI * 2.0/3.0;
fill [ rank ] = new Color (
( int ) ( 128 + 64 * Math.sin ( theta0 ) ),
( int ) ( 128 + 64 * Math.sin ( theta1 ) ),
( int ) ( 128 + 64 * Math.sin ( theta2 ) ) );
line [ rank ] = new Color (
( int ) ( 64+ 32 * Math.sin ( theta0 ) ),
( int ) ( 64 + 32 * Math.sin ( theta1 ) ),
( int ) ( 64+ 32 * Math.sin ( theta2 ) ) );
}
}
void drawHex ( Graphics2D g, int cx, int cy, int rank ) {
g.translate ( cx, cy );
g.setPaint ( fill [ rank ] );
g.fillPolygon ( polyX, polyY, 6 );
g.setColor ( line [ rank ] );
g.setStroke ( stroke );
g.drawPolygon ( polyX, polyY, 6 );
g.translate ( -cx, -cy );
}
}